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07‐1. Add Icon to Skill Category
Sleys edited this page Jun 18, 2026
·
5 revisions
In Epic Fight, if a weapon category lacks a defined visual icon.
- Config Folder:
.minecraft/config/epicfight_edp/skill_builder/category_icon/*.json - In-Jar Folder:
./data_driven/<mod_id>/skill_builder/category_icon/*.json
{
"icon_skill_builder": [
{
"item_id": "namespaces:item_id",
"category": "some_category"
}
]
}| Field | Type | Description |
|---|---|---|
icon_skill_builder |
Array | Root array storing all category icons entry objects. |
item_id |
String | The Item registry ID. |
category |
String | The target weapon category to append to the icon. |
- How it works: You map a specific game item to act as the visual icon for a weapon category.
-
⚠️ Override Behavior: ALLOWED. If multiple JSON files define an icon for the exact same category, only one configuration will take priority and be used.
Inject custom weapon categories into existing Epic Fight Passive Skills.
- Config Folder:
.minecraft/config/epicfight_edp/skill_builder/passive_skills/*.json - In-Jar Folder:
./data_driven/<mod_id>/skill_builder/passive_skills/*.json
{
"skill_builder": [
{
"skill_id": "epicfight:emergency_escape",
"category": "tachi"
},
{
"skill_id": "epicfight:emergency_escape",
"category": "greatsword"
}
]
}| Field | Type | Description |
|---|---|---|
skill_builder |
Array | Root array storing all passive skill entry objects. |
skill_id |
String | The Epic Fight Skill registry ID. (Must support weapon available categories). |
category |
String | The target weapon category to append to the skill. |
⚠️ CRITICAL RULES:
- No Override Support: This system does NOT allow overrides. You cannot redefine an entry once set.
- Compatibility: The target skill must internally contain a field for storing weapon categories. If the skill does not support
Weapon Available Category, this system will do nothing.- Multiple Passive Skills can safely declare and target the same category.
This is an advanced configuration framework for integrating Guard and Parry systems. It maps weapon categories to Guard Skills while managing animation sets, single/multi-frame triggers, and style-specific behaviors.
.minecraft/config/epicfight_edp/skill_builder/guard_skills/*.json
Depending on the target skill type, you must provide either 2 or 3 animation configurations:
-
Guard / Impact Guard: Requires 2 sets (
guard_motionandguard_break_motion). -
Parrying-like Skills: Requires 3 sets (
guard_motion,guard_break_motion, andguard_advanced_motion).
| Field | Type | Description |
|---|---|---|
skill_guard_builder |
Array | Root array storing all guard skill configuration entries. |
skill_guard_id |
String | The target Epic Fight Guard Skill ID (Must inherit from Guard Skill). |
category |
String | The weapon category to be appended to the Guard Skill. |
| Animation Field | Description | Supported Types |
|---|---|---|
guard_motion |
Played when the player successfully guards an attack. | Only single
|
guard_break_motion |
Played when posture/stamina breaks, stunning the player. | Only single
|
guard_advanced_motion |
Special interaction (e.g., Parry deflection or Miracle counter). |
single or multi
|
Inside each animation entry object, you must specify how the file handles type execution and combat styles:
-
type(String): Defines animation structure.-
single: Plays a single animation frame/file. -
multi: Uses an array of animations. Note: Onlyguard_advanced_motionsupportsmulti. Setting this type on standard guard or break motions is invalid.
-
-
per_style(String/Array): Defines style-specific parameters.- Use specific style identifiers if you want stance-dependent animations (e.g.,
one_hand,two_hand). - 💡 The
returnKeyword: Use"return"to completely ignore the player's current stance. If you set"per_style": "return", the system bypasses style checks entirely—DO NOT assign standard styles if you use this keyword.
- Use specific style identifiers if you want stance-dependent animations (e.g.,
⚠️ CRITICAL RULES:
- No Override Support: This system does NOT allow overrides.
- A single weapon category declaration can be safely reused across multiple distinct Guard Skills.